Ritual magic is strange and dangerous. Any spell in the spell list can be considered a ritual, and anyone person can cast rituals, so long as they have all the requirements. Only spells from the Sorcerer and Warrior Priest lists can be cast as rituals. Druid magic cannot be manipulated by such blasphemous and ambitious means. Since Sorcerers, Warrior Priests, and Witches can usually cast spells from level 1-5, the rituals they attempt to cast are level 6 and above. Greedy nobles, foolish townsfolk, and the like are more likely going to attempt lower level spells in order to give themselves more power.

Learning the Ritual– Takes two weeks of intense study and 200 x Spell level in gold. At the end of the study the caster must roll under their Intelligence (minus the spells level from the roll). For each additional week of study the caster gets +1 to the roll. If the caster fails the roll this particular Ritual is beyond his scope or understanding, and he cannot attempt to learn it again. A library is required for this study, either the caster’s own or another person’s.

Casting the Ritual-Casting Rituals cost not only in gold, but in the soul as well. A Ritual costs 500gp x Spell Level in rare and strange ingredients and the caster must sacrifice 1 permanent point of Wisdom. The casting takes 1 week plus a number of days equal to the spell level. When the Ritual is done being performed the caster must make a Intelligence Save (if Sorcerer spell) or Charisma Save (if Warrior Priest spell), if successful the Ritual has been completed. If not, see the Disasters of Failure below, this is in conjunction with any other mishaps that can occur when dealing with magic.

At the beginning of the casting the caster must make a decision on whether the spell is to be cast immediately upon completion, or if he is storing it in an item (IE- Ring, Scroll, Amulet) to use at a later date. A person can only have a number of Rituals stored equal to his Int mod, any more than that and the caster risks having strange and terrible mishaps happening to them. Having that much potent magic trapped is dangerous.

Special Modifiers– For every individual helping in the ritual (maximum of 5) the caster gets +1 to his roll. If cast in the caster’s hallowed Workshop he receives an additional +1. A Ritual Sacrifice gives a +3 to the roll. The victim must be involved against their will and bound in special restraints.

Disasters of Failure- The casting of rituals is not to be taken likely. Messing with the powers of the cosmos does not go unnoticed by those beings long forgotten in space and time. Generally these powerful spells do little more than disturb these strange creatures sleep, however every so often they stir and seek to destroy that which has gained their ire.

Roll 1d8-

The creature has stirred but goes back to sleep. A second failure at a Ritual will immediately reawaken this being and will immediately manifest at the casters location and destroy all within in its grasp.

The creature stirs and moves in its sleep. An earthquake that is centered on the caster and affects a 10 mile radius rocks the area.

The being is not interested in the movement of ants and goes back to sleep.

The being sends something from the void to kill the caster. A being from the What Terrible Creature of the Darkness is This?! (see below) appears immediately and attacks the caster and all those in the room.

The creatures brief moment of consciousness causes the weather to be completely opposite for the season. This lasts for 1d3 weeks.

In a moment of agitated sleep the creatures shifts. The caster catches a glimpse of this terrible being and immediately loses half their Intelligence score.

The being perverts the caster who now becomes a devoted servant seeking to bring his master into the world.

Like swatting a gnat on the wall the creature simply wills the caster out of existence.

What Terrible Creature of the Darkness is This?!

Base Creature– Two Attacks (1d6 claws, 1d4 bite). AC 12. Base Attack Bonus- Roll 1d6. These can change based on what is rolled.

Roll one of each the following polyhedral dice at the same time and consult below: d4, d6, d8, d10, d12, d20

D4- Hit Points- Roll 1d20 and consult number on the die.

+15

+20

+25

+30

D6- Form 1- Consult number on die and choose one of two.

Glowing/Dark and Shadowy

Freezing/Flaming

Slimy/Dry and Cracking

Necrotic/Pus Leaking

Furry/Skin of Maggots

Flayed and bleeding/Hard rock-like Skin

D8- Powers 1

Three Attacks

Four Attacks

AC 15 + d8

AC 15 + d10

Venomous Bite (-1d10 Dex per bite)

Half Damage From Normal Weapons

Immune to Normal Weapons

Long Reach (up to 25 ft) with Claws

D10- Appendages

Tentacles

Barbed

Stinking

Infected

Snakes

Baby Heads

Intestines

Overlarge

Underdeveloped

Negative Energy or Smoke

D12- Form 2

Half Goat Man

Swirling Wisp of Strange Energy

Bulbous Frog With Maggot Eye Stalks

Giant Eyeball Dripping Blood

Horse Turned Inside Out

Giant Stomach With Gnashing Teeth and Black Orb Eyes

Your Character’s Mother, Beaten, Battered, Dead, and Bloated

A Child’s Head on a Slimy Spider’s Body

Strange Pulsating Tumor With a Hundred Legs and Four Hundred Eyes

A Hanged Man With No Face, Moaning, His Intestines Trailing on the Ground

A Small Body of Writhing and Crawling Insects With the Laugh of a Little Girl

Body of a Lion, Centipede Neck, Face of Magic User, Mandibles of Beetle

D20- Powers 2

Miasmic Cloud (Cloudkill)

Fire Breath (3d6)

Spits Acid (2d8)

Gaseous Form (at will)

Invisibility (at will)

Swallow Creature Whole (on natural 20 or if successful by 10 or more)

Immunity to Magic

Mind Control (at will, one at a time)

Phantasmal Killer (at will, one at a time)

Horrific Visage (Fear Effect- constant)

Summon Undead (at will- 1d6 appear- can’t use again until all are gone)

Make Like Thyself- Attacks Start Transforming Target into Summoned Being (under its control)

Wall of Fire (at will, one at a time)

Aging- Attacks cause target to age 1d10 years

Transmute Flesh to Stone (on a successful hit)

Fireball Blasts (at will, one at a time)

Summoning (as this spell, but under control of the beast and not the caster)

Impregnates (Constitution based save or now carrying a creepy fucker in your belly. Can be man or woman. Bursts forth in 1d10 days fully formed)

Dimension Door (at will, one at a time)

Death Touch (one time- no save- Summoned Creature immediately returns to the Void)

One goal I do have with Hubis, as I develop it, is to emphasis that while I, and my group, are playing OSR-style rules and “feel,” that it is in no way demanded to play in that fashion. If people want to make it more “heroic” and play 4e; more power to them. If they want it “pulpy,” then they can convert stuff and play Savage Worlds.. Whatever peeps want to do is Jake by me.

In an post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.

I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.” All of these abilities are gained or chosen at level one.

Witch

Witch–

Info– HD- d6, Base Attack Bonus +1 per 3 levels, weapon damage d4

Abilities:

Blood Boil– Once per day a Witch can draw dark power from within and make the blood of a target boil. They must succeed at a Constitution Save or be wracked with feverish pain as their innards are cooked. Successful save means target takes half damage. Damage: Lvl 1-3 1d4; 4-6 1d6; 7-19 1d8; 10+ 1d8 as 2h weapon dmg (roll damage twice, take higher of the two).

Ravage (Wisdom)– Once per day a Witch is able to channel her negative energies and cause physical pain and wounds to targets in a certain radius, but at risk to herself. The Witch must declare how much damage she wishes to inflict on the opponents, 1-2d6. She then makes a Wisdom check. If she succeeds all targets in a 15ft radius take that amount of damage (They can make a Wisdom Save to take ½ damage). If she fails, then she takes that amount of damage.

Horror– Once per day a Witch can transform herself into a terrible horrible hag. The transformation is painful and horrific to witness. Gains the Rage ability from Barbarian and up damage to Barbarian level. This cannot be ended prematurely.

Summon Familiar– As per GM decision. As a Witch the familiar is generally a Bat, Rat, Cat, or Frog. Grants +2 HP to caster and allows caster to deliver touch spells through creature. If the creature dies, the Witch suffers 3d6 damage and cannot summon a new familiar for 1 month.

Spells: Cast spells (see list below)- # spells equal to lvl day. Can cast any spells equal to ½ x level (Max Level 3). A Witch chooses her spells from the Warrior Priest or Sorcerer spell list. At level 6 a Witch can attempt to manipulate magic and cast a higher level spell. She must make Charisma check TN 11 (-4 to roll). If successful she is able to cast one level 4 spell per day. Nothing negative happens if regular failure, but attempt is spent. The Witch ages 3d10 years if it is a critical failure.

Ways of the Witch

Choose One:

Witch’s Luck or Curse– Able to bless or curse a target. Blessed targets can reroll a failed roll, while cursed target must reroll a successful roll (Wisdom negates). Can be used once per day.

Way of Pain– Can use either Ravage or Blood Boil one additional time per day.

Superior Familiar- The Witch can have a Wolf, Dog, Bob Cat, Boa Constrictor, or Giant (Lesser) Spider as a familiar.

Fly– You have a broom that allows you to fly as per the spell. If the boom is lost you must enchant another one. This takes several hours under the full moon, several rare ingredients equaling 500gp.

In an post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.

I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.” All of these abilities are gained or chosen at level one.

Druid

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6

Choose One:

Animal Companion– You start with a cool faithful companion that is more epic than the normal version.

Animalistic- Ability to grow claws that do class damage. Never be caught without a weapon.

Way of the Animal– Use Wild Shape 1 additional x/day.

Savagery– +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down. Also incur -2 to AC and -2 to Intelligence checks. Rage lasts a number of rounds equal to 1/2 level rounded down +1 (min of 2 rounds at level 1). Can’t cast spells or use abilities of concentration. Can use 1x/day.

Also Get: Wild Shape– Able turn into a small or medium sized animal. This operates like the Polymorph Self spell. The druid chooses the animal upon gaining this ability. Once the selection is made it cannot be undone. A druid can change into wild shape 1x/day. Every 3rd lvl a new Wild Shape is chosen as well as using Wild Shape another time per day.. At level 10 the druid is able to take the shape of a large version of one of his totems. This can be used in lieu of one of the standard Wild Shape. Max of 3 shapes and x/day.

Forced Shifting- A Druid can attempt to use Wild Shape beyond normal times/day or transform into a shape she doesn’t know by rolling 11+ or higher on a D20 (Add Wis Modifier). Each daily attempt beyond the first carries a cumulative -5 penalty to the roll. If a 1 is rolled you still transform into the animal but are stuck in that form until someone can cast a Polymorph spell on you to bring you back to your normal hippy self.

Natural Digs– Druids know how to make weapons of stone, wood, and bone with ease, should they have the materials available. Also knows how to make light leather armor.

Woodland Stride- A Druid is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water. A Druid will suffer no damage from troubles like Thorns. A Druid also leaves no tracts when walking in nature.

In an post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.

Channel Energy- Does 1d6 dmg/3 lvl (max of 4d6 damage) in a 30ft radius to undead. Can use this ability 3 times per day. Protection from Good will negate the effect of Channel Energy. Undead 2HD under the Cleric must make a Wisdom based save or cower in terror. Undead 4 HD under die instantly.At level 5 this can affect Demons and Devils as well.

Weapon of Deity- When using this weapon, receive +1 to attack and attack.

Righteous Begging– A Cleric can beg his god and may cast any spell from the list (inc. from scrolls), beyond normal spells/day, by rolling 11+ or higher on a D20 (add Chr Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of your God g). If you fail, you lose the ability to cast spells for 1d3 days. If you critically fail your god reaches through the cosmos and squishes you like a bug and die. Pissing off a god is no laughing matter.

You Gotta Believe– You gotta do what the fuck your god says. If you don’t, he/she/it will give you a snobby look of derision and take your powers away for 1d3 days. You will then be subject to mockery with visions of people having a good time while you are impotent and lame.

Choose One–

Smite Evil- Once per day can attack an evil creature with holy fury. Gain +20 to attack and adds an extra 2d6 damage.

Divine Health- Immune to diseases, whatever the origin.

Lay On Hands– Heal target (including self) for 2hp/level once per day.

Also Choose One-

Brew Potion: Spells that make sense to be brewed as potions. Must know the spell. 100gp x spell level. Time to brew- 1 hour x spell level. Poisons also count as potions.